| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
|
|
|
| |
Fix collision code to properly sense mega-region children regions as terrain.
When setting an object physical, reset all the physical properties (friction, ...).
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Many changes to BSDynamic for readability and commentary.
Linkset hacking for vehicles: don't over mass the root prim.
Add parameter for link constraint solver iterations.
Correct uses of timestep in timescale calculations for vehicles.
Reorganize code/logic for making objects static and dynamic for readability
and use of API2.
Changed most calls in BSPrim to use API2 calls (the new way).
Avatars do not generate default Bullet collision events but do call up
to the simulator for every avatar. Reduces overhead.
Objects added to collision list only if they are processing collisions.
Reduces overhead especially for large numbers of avatars.
Generalize call for water height to GetWaterHeightAtXYZ().
Catch and correct exception getting terrain height when out of bounds.
Correct race condition in Terrain Manager where creation wasn't at taint-time.
Add API calls for constructing compound shapes.
Move NeedsMeshing() logic into object class.
Reorganize logic for object meshing to reduce rebuilding of meshs/hulls.
|
|
|
|
|
|
|
|
| |
Major rework of terrain management which finally makes mega-regions work.
Update heightmap of terrain by rebuilding the terrain's body and shape.
There is a problem with just replacing the shape so this workaround
will do for the moment but it will need to be resolved for
mesh and hull switching.
|
|
|
|
|
|
|
| |
Update DLL API for new terrain and shape/body pattern methods.
Terrain creation and modification uses new shape/body pattern.
Move debug logging callback set to initialization call so logging
is per physics engine.
|
| |
|
|
|
|
|
|
|
|
|
| |
Moved all terrain code out of BSScene and into new BSTerrainManager.
Added logic to manage multiple terrains for mega-regions.
Added new functions to BulletSimAPI to match the library.
Moved all of the terrain creation and setup logic from C++ code to C# code.
The unused code has not yet been removed from either place. Soon.
Moved checks for avatar above ground and in bounds into BSCharacter.
|
|
|
|
| |
BSLinkset only know of BSPhysObject's and there is only one list to search in BSScene.
|
|
|
|
|
|
|
| |
no effect on non-logging running.
Capture region name that is passed to the physics engine and use
it for detail logging file name prefix.
Fix problem with avatars dropping when flying across region boundries.
|
|
|
|
|
|
| |
level of detail for large meshes.
Remove parameter and code for DetailLog (conditional logging into
regular log file).
|
|
|
|
| |
each other.
|
|
|
|
| |
and then commenting out most of the additions.
|
|
|
|
| |
were linksets in the region.
|
| |
|
|
|
|
|
|
|
|
| |
debugging.
Linkset bugs fixed where accounting of children would get lost.
Moved scene based vehicle tracking logic from prim to the scene.
Added GetCollisionFlags2 method to BulletSimAPI.
Updated DLLs and SOs.
|
|
|
|
| |
happen when the taint is invoked can be debugged
|
|
|
|
| |
terrain
|
|
|
|
|
|
|
|
| |
This also fixes computation of avatar mass.
Added parameter MaxPersistantManifoldPoolSize.
Fixed a parameter setting bug which caused crashes of there were
more than 400 or so physical objects. I tested up to 5000.
Updated BulletSim DLLs and SOs.
|
|
|
|
| |
multiple buoyancy settings when character flying. Remove chatty log message on prim destruction.
|
|
|
|
| |
trying to find a corrupted memory problem. Update DLL and SO.
|
|
|
|
|
|
| |
Set ERP and CFM in linkset constraints.
Reorder rebuilding of object bodies so they are not rebuilt everytime
something is linked and unlinked.
|
|
|
|
|
|
| |
and into its own class. The BulletSim data structures track
individual prims as linksets of 1 so most of the prim code is not
different between a linked and unlinked object.
|
| |
|
|
|
|
|
| |
to change to have a parameter show up in the ini file and
command line. Will make it much easier for the next person.
|
| |
|
|
|
|
| |
attempting to fix a mono compile error.
|
|
|
|
|
|
|
|
| |
Physical linksets are fully functional.
Tweeking of the vehicle code to make it semi-work.
Utilize the new API2 for some setting operations.
Add GetOrientation() API call for proper reporting of children of linksets.
Changes the interface between C# and C++ code so old DLLs won't work!
|
| |
|
|
|
|
| |
Cleaned up code and got rid of compile warnings.
|
|
|
|
|
|
|
| |
with an ini configuration parameter.
Correct computation of relative offsets of children in a linkset.
Remove a prim from any link relationship before deleting it.
Minor code flow cleanups.
|
|
|
|
|
| |
the simulator in batches.
More comments.
|
|
|
|
|
|
|
| |
It seems that ODE calls the avatar collision handling routine even
if there are no collisions. This causes the animation to be updated.
So, for instance, going from HOVER to FLY is caused by the physics engine
calling the collision routine each frame with 0 collisions.
|
|
|
|
| |
makes mistakes)
|
|\
| |
| |
| |
| |
| |
| | |
ssh://island.sciencesim.com/home/sceneapi/radams1/bs-opensim into bulletsim1
Conflicts:
OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
|
| |
| |
| |
| | |
(there is still confusion in the rest of OpenSim). Enhance some debug statements to include the object ID.
|
| |
| |
| |
| | |
friction and restitution runtime settable parameters.
|
| |
| |
| |
| | |
buoyancy for flying. Tweek avatar default friction and resititution
|
| | |
|
| | |
|
| |
| |
| |
| | |
False to True. It seems that collisions don't happen well when it is False (things fall through terrain).
|
| | |
|
| |
| |
| |
| | |
OpenSimDefaults.ini and the code.
|
| |
| |
| |
| | |
(there is still confusion in the rest of OpenSim). Enhance some debug statements to include the object ID.
|
| |
| |
| |
| | |
friction and restitution runtime settable parameters.
|
| |
| |
| |
| | |
buoyancy for flying. Tweek avatar default friction and resititution
|
| | |
|
|/ |
|
|
|
|
| |
opensim-libs). Change BSScene to use new interface.
|
| |
|